Scurvy_Platypus
Explorer
I've been curious about how the "numbers" work out for E6 when it comes to how many magic items players accumulate, and how many encounters it takes to "level up", as compared to standard 3.5 D&D.
Well I ran the numbers last night.
Also, due to the nature of the epic feats I allow (essentially granting PCs gestalt status or potent late-level abilities shortly after reaching level 6), I assume 6+2 to equal level 7 in power, 6+5 to equal level 8, and one power level "bump" to occur per five epic feats after (up to roughly 11th level equivalent at 6+20).
Note that more typical E6 games will see a greater difference between their own stats and the standard 3.5 stats presented here. It is partly for this reason that I recommend using my own method for running E6 games (though everyone's mileage may vary).
Oooooook...
I guess I've gotta ask, what exactly is it you're trying to do? You seem to have several things going on here and I don't get it.
You're probqbly not familiar with Upper_Krust and the work he did in figuring out a consistent approach to using the CR system. His work basically says that it takes 5 feats to equal 1 CR. Now, obviously feats vary in power and utility, but that's a base point for you.
2nd... Why are you messing with the level/wealth dynamic? Characters hit 6th level. Everything freezes at that point, the sole exception being that every 5k XP means a character gets a feat. Jacking up the wealth/items that people get is going to make it all go wonky. Characters should get what they get based on being 6th level. That's my take on it. The whole point is to _stop_ the constant inflation that's going on.
3rd, Xp. Now, if you want to do every 5k of XP=1 feat, there's no problem with that. When I did the math, I found that at the end you'd wind up with close to the same amount of XP spent as you would have collected getting to 20th level. Obviously the "timing" of it might seem off/different, but really it's not. See, 3.x is based on the idea of 13.33 encounters to level. In other words, whether you're 1st level or 15th level, it's expected that you'll get enough XP so that every 13.33 encounters you'll go up to the next level.
So really, tracking XP and all that other stuff is just needlessly complicating your life. Just say that every 12 - 14 encounters, the characters get a feat. Every 5 feats, consider them to be roughly 1 level higher. I say "roughly" because remember that they're not getting extra HP or saves, so you can have a bit of a "glass cannon" effect going on.
At the end of the day, how you run your game is up to you. If you're going to prsent the results of your E6 game, that's groovy but I'm personally not sure just how applicable your charts and everything reqlly are for everyone's game. Especially given that you admit quite early that you're messing around with the base. I do think it's good info for folks that are thinking of trying some of your modifications (like the increasing wealth).
Just my 2 cents man. If you're diggin' your thing, that's groovy. Just thought I'd offer a different perspective.